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  • ** Bug in a feature introduced in v3.6.19.7: During an instant replay, a fast-forward that was fast enough to drop frames could overshoot
    3 KB (467 words) - 12:02, 15 March 2013
  • ** If the volume was adjusted in-game, the change didn't have an instant effect upon returning to the front end.
    3 KB (572 words) - 00:35, 20 March 2013
  • * The instant replay fix in v3.6.20.2 was incomplete, and could cause a crash.
    1 KB (161 words) - 06:39, 20 March 2011
  • ** Bug introduced in v3.6.20.1: Instant replays could diverge from what actually happened, especially if roping or
    2 KB (338 words) - 12:02, 15 March 2013
  • ...e speed-control keys used during a playback replay are supported during an instant replay.
    2 KB (321 words) - 12:02, 15 March 2013
  • ...for worm autoplacement, there would have been no string of beeps, just an instant crash, for an entirely different reason.)
    28 KB (4,685 words) - 00:35, 20 March 2013
  • ....), the incorrect map was embedded in the recorded game file, resulting in instant desynchronisation upon playback. Past games that were incorrectly recorded
    6 KB (903 words) - 18:04, 8 May 2013
  • * Replays (both instant-replays in offline games, and automatic game recordings): {{lowlight|(intro
    28 KB (4,168 words) - 00:34, 20 March 2013
  • * Even when instant replays were disabled in the scheme, one would still be shown following a d
    4 KB (605 words) - 12:02, 15 March 2013
  • * Worms can now change direction and jump in the same instant. When time is critical, and your Worm is limited to ground movement only, i
    9 KB (1,510 words) - 12:02, 15 March 2013
  • * Even when instant replays were disabled in the scheme, one would still be shown after a Worm
    7 KB (1,209 words) - 00:35, 20 March 2013
  • ...he game no longer freezes when Single Stepping is used up to the end of an Instant Replay. ...in v3.5 Beta 1, which allowed one to change direction and jump in the same instant.) So for example, in a Battle Race, you can now land from a jump, hold the
    4 KB (743 words) - 12:02, 15 March 2013
  • ...to [[Intermediate]], but with only 20 seconds turn time, fewer weapons and instant mines.
    1 KB (202 words) - 16:00, 1 June 2015
  • ==Instant utilities stocking and multiplication== ..."multi" mode. In this case, every time you collect a crate of the selected instant utility, its effect is strengthened somehow.
    6 KB (862 words) - 18:46, 9 December 2013
  • ...:A thinks it's still replaying. To keep your preferred speed, you need the instant replay to end before its countdown timer runs out. ...g, because that takes relatively much time, making it easier to outrun the instant replay's timer.
    2 KB (361 words) - 14:51, 4 April 2011
  • ...on, with 1 HP for each worm and water rising = level 2). The [[Mine]]s are instant (0 seconds), you can choose the position of the worms, the turn time is 23
    2 KB (264 words) - 05:02, 27 April 2011
  • 4
    * Preload graphics so that starting an actual game is instant? W:A's sprites don't consume a lot of memory. * Move instant replays from a scheme option to a game option, since it only works offline
    14 KB (2,168 words) - 22:08, 28 June 2015
  • ...1HP only and the weapons do tinies craters, being harder to kill a worm. Instant (if 3 seconds everybody would kill easily the others activating the mines w
    1 KB (195 words) - 23:24, 1 January 2011
  • ...chance each turn it is used, a big red button may be produced and pressed (Instant Armageddon - Text reads: "Oh No, What is %Worm% Doing?" or "What have you t
    659 bytes (118 words) - 00:01, 10 February 2010
  • ...e is reduced (without crates, neither dud mines) and another settings like instant mines and only flooding in the Sudden Death, the scheme became very similar
    1 KB (186 words) - 02:05, 23 May 2011

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